And the easy answer goes to Annatar11. [e digicons]:D[/e] Hey, I woke up at 3:00 a.m. today and I'm a little slow.
mbar8
To check your place among the factions click on a empty spot on the map then hold the mouse over the 3 small windows to the left of the unit window (the window that has a small picture of selected units) They will have a small "medal" icon with a number rank for empire, military, and economy. Hold the mouse over either and a window will pop up to the right with more ranked stats for things like fleet size or research. It doesn't give exact stats but it does let you know where your empir
Just hold the mouse over the research button and a window will pop up in the bottom right to show the number of military and civilian labs.
How many turrents do you build? You may find that turrents act as more of a deterrent than hanger bays. I focus on repair bays and turrents first. As a matter of fact I've not built hangers at all lately. Here's a thread about playing against the AI that I've found useful. https://forums.sinsofasolarempire.com/341840
I was suprised to see something like this on a 4v4 game. The advent faction I had been fighting showed as broken in the diplomacy screen. In reviewing the replay I think what triggered the surrender was on my front they lost a cap ship. But they were also fighting another AI and lost 2 cap ships to them. They lost their 3 cap ships at the same time and gave up. They had 5 planets left.
Ah! Thanks for clarifying the difference in trade between Sin 1.15 and Entrenchment 1.01
Someone can correct me if I'm wrong but I think in order to have a chain of trade routes they need to be linked in an unbroken chain with no gravity wells inbetween. The trade ports will need to connect. I'm currently in a game where I needed to fill some holes in the trade line I thought I had established but they were through one worm hole and one asteroid field. In order to link them I placed a starbase with trade facilities in them which linked the chain.
[quote]Having upkeep based on your current army size worked in Warcraft III because resources were finite; the map would eventually run out of them. It doesn't work in Sins because the map never runs out of resources. In fact, quite the opposite, it just becomes easier and easier to make more and more money.[/quote] That is a very good point. The upkeep does seem to be tweeked just fine considering the steady income and resource rates.
Thanks for the replay. I need to be more methodical in my expainsion, chain my attacks, I also need to stop wasting time with turtling. 2 or 3 repair bays and a handful of turrents work very well as long as you rebuild lost turrents.I sure hope they get rid of the flak fire from unconstructed hangers in the next patch. I learned alot. Thanks. Post more if possible.
Howdidudothat , do you have any plans to have Gold List replays posted? It would be a great learning tool to watch seasoned pros in action on a multi-player replay. Heck it would be great if Blair could post some replays of himself using a Kol to blast strikecraft.
As far as the phase lane thing and static worlds, this is really not a problem for me. I just imagine it differently than it's presented in the game. Instead of say "this map is a solar system and it has planets and resources" I tend to think of it as each planet IS a solar system and the entire map is a galaxy or a stratigic portion of a galaxy. Then static positions makes sense. I would think for every known solar system only a handful of planets would have any stratigic or resource va
[quote]Fund him beyond what he asks for.[/quote] I always wondered if giving extra did anything. Nice proxy tip!
[quote who="sawakaki" reply="21" id="2097052"] I've avoided playing against more than 1 AI because if you do 2 or more they all seem to get a hard on for only the human player. I've found if you lock the teams so each player is a separate team in the game options screen at the beginning the AIs will fight each other just as much as the human player. I've even seen them totally destroy another AI race. The only downside to this is that it denys you the option of doing mis
[quote]Against 6 AI's in a game now, I am finding that my uber fleet consists of 2 Kol's, 1 Sova, 1 Akkan, 2 Dunov's, and 2 Marza's. No support, no escort, just the caps. Notice that this this is 8 caps, so I can make another identical fleet.[/quote] What order do you like to build your cap ships in? One time I was farming the pirate planet to level up a Marza. It got to level 6 and I put missile barrage on auto cast. I only had 2 light carriers supporting it. I was watching t
[quote who="scootertgm" reply="18" id="2096870"]When you are placing the "Cubic butt load" of turrents, are you clustering them around the SB? or splitting them with some to each side?[/quote] When building turrents I turn the autocast off. I find it too haphazard as it might place many turrents on the opposite side of the gravity well. My main concern early is covering the planet against seige frigates. Once I've got the planet covered I'll cover structures or turn the
Yes. thanks for sharing. I never really got a good feel for when to boost economy and many seem to recommend against it in the early game. But you showed me that it works very well. Your trade ports and research were more than paid for very quickly. After that you had about 50% more credit income to work with for the rest of the game. (I'm referring to the 1v1 games) I also liked your strategy of starting to take a gravity well with your cap ship but then leaving the LF to d
This is the first time in about 20 years that I will be in the theater when this trek movie comes out. Looks great! Reboot or no reboot.
That video was wicked cool!!! Was the camera jiggle all from the in game rendering or did you add some. It really adds to feel of really being there. Epic look.
Going at it from a modding perspective it might be possible to reduce the strikecraft range by changing defaultAutoAttackRange "GravityWell" in the referencedata to what ever is lower. I'm not sure what that would be. Then if possible put in a natural decay rate for launched strikecraft. Once they launch they would die (slower of course) like they do once their mothership is destroyed. It would give some use to the launch/recall button. I think these ideas might simulate what you're looking f
I've seen this too. I see neutral siege frigs just sit there and attack nothing.
But fleet supply to fleet supply it was a good counter.
[quote]First, missle batteries. No, I don't care about missiles per se, but the dropped missile banks will draw the fire of enemy heavy cruisers. When you're heavily outnumbered, you want to do everything you can to draw the enemy guns onto things you don't care about. This is the biggest strength of the sova when playing multiple teamed AIs Second - strike craft. Against the CPU cap ships will level up quickly, and at level 6 the instant strike craft rebuilding gives you a massiv
Your turtling tips against the AI have been working very well for me. So well I’m going to increase the AI level I’ve been playing at. I've been playing this way on regular Sins. The AI tends to respect turrents much more so than hanger defences because they will not invade my planets like they would againt fewer turrents with hanger defenses. Now I build turrents and 2 or 3 repair platforms almost exclusively. A couple of tips I've found useful. Once the frontier or choke
I'd be interested in seeing some of the older ship designs like the original Kol battleship.
You know you play too much sins when you....